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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • RaVaGe
    • April 14, 2014 at 9:16 PM
    • #11,001
    Quote from dewdle

    Hey All,


    Working on some updates on my mod.


    Variety of areas I'm currently working on:


    You should work on your lighting/texturing/brushwork dude, everything looks flat and not really coherent, check out this article.


    http://magnarj.net/article_funclight.html

  • 4IF
    • April 15, 2014 at 9:46 AM
    • #11,002

    Hello everyone,


    I'm working on a deathmatch type map, still work in progress.

    Wanna make something small, but with a bunch of secrets.

    http://steamcommunity.com/sharedfiles/fi…s/?id=247597661


    [Blocked Image: http://s30.postimg.org/kb4s3jeb5/dm_rooftop0006.jpg][Blocked Image: http://s30.postimg.org/bhdvmfrch/dm_rooftop0007.jpg][Blocked Image: http://s30.postimg.org/xe0emt4j5/dm_rooftop0008.jpg][Blocked Image: http://s30.postimg.org/up10j19o1/dm_rooftop0009.jpg][Blocked Image: http://s30.postimg.org/nkj7a02ep/dm_rooftop0010.jpg]

  • TopHATTwaffle
    • April 15, 2014 at 3:27 PM
    • #11,003

    I've been working on my GB/CEVO level for a while. This is the most complete area that I have of it... FOR NOW.

    [Blocked Image: http://i.imgur.com/wVVusp6.jpg]

    [Blocked Image: http://i.imgur.com/s4vftoA.jpg]

    [Blocked Image: http://i.imgur.com/xqYg7hn.jpg]

    [Blocked Image: http://i.imgur.com/sxVFaiV.jpg]

  • dewdle
    • April 15, 2014 at 5:11 PM
    • #11,004

    Really great link RaVaGe, cheers.


    Will have a look at implementing that sort of lighting in my levels.

  • text_fish
    • April 15, 2014 at 7:24 PM
    • #11,005

    Cool shots Douglas, I especially like the golden light from the skylights and the little rivets on the floor. I'd say the spotlights could be toned down just a little though.

  • TopHATTwaffle
    • April 15, 2014 at 7:30 PM
    • #11,006
    Quote from text_fish

    Cool shots Douglas, I especially like the golden light from the skylights and the little rivets on the floor. I'd say the spotlights could be toned down just a little though.


    Thanks for the feedback! I'm still playing with the lighting. I'm not at that sweet spot. I was speaking to someone else as well, they gave me lots of pointers on making that area look less bland. I got a busy night of fixes!

  • Squad
    • April 18, 2014 at 12:12 PM
    • #11,007
    Quote from OrnateBaboon

    Having some trouble deciding what direction to take the map visually. Post process/fog is too strong in both cases though. Anyone got any strong preferences about what looks best? Snow theme is further along regarding work done to it, but should the sunny version be better, it is easy enough to change back.


    Also not sure how snowy it will have to be to get right. For example, will the grass and trees need snow on them to sell the theme? Also, some areas might look a little odd, since it is quite rare to see snow and palm trees in the same place.


    I think the snow version is a neat idea. Have you considered mixing both wheather settings? I mean: the snow version (without snow falling down though) with the sunny bright lighting. It would still require some tweaking off course, but perhaps worth a try

    You should then probably change the 3D skybox to make it look like the village/town is located somewhere in the mountains, to make the snow look more believable (which it is currently lacking a bit). de_cbble has some nice mountain models that could come in handy for this. Palm trees and tropical plants would have to go and foliage in general would greatly benefit from a "snowy" or "frozen" look. Trees could be replaced by trees without leafs or pine trees.


    Overall, looks like a solid map! Been waiting to try this one out, so I'll definately gonna run around in it sometime soon


    Here are some examples about the snowy sunny setting


    [Blocked Image: http://landarchs.com/wp-content/uploads/2013/12/landscape3.jpg]


    [Blocked Image: http://www.leschaletsduvillard.fr/_media/img/small/img-6955.jpg]


    [Blocked Image: http://www.fond-ecran-image.com/hotlink.php?photo=/galerie-membre/neige/st-veran-village.jpg]

  • Pampers
    • April 19, 2014 at 1:33 AM
    • #11,008

    mouse project on pause for a little while, working on a new small ue4 game in the meantime

    [Blocked Image: https://dl.dropboxusercontent.com/u/965783/water2.gif]

  • Deh0lise
    • April 20, 2014 at 5:39 PM
    • #11,009

    I'm working in the aesthetics part of a map I did long ago, de_rails (already fixed some gameplay issues it had). I'm doing night/snowed setting. I need CC, a radar and few minor adjustments (bumps, etc)


    [Blocked Image: http://s18.postimg.org/fikd2yoqv/de_rails_b60018.jpg]


    [Blocked Image: http://s18.postimg.org/f3939y2tj/de_rails_b60019.jpg]

  • TopHATTwaffle
    • April 20, 2014 at 7:19 PM
    • #11,010
    Quote from Pampers

    mouse project on pause for a little while, working on a new small ue4 game in the meantime

    [Blocked Image: https://dl.dropboxusercontent.com/u/965783/water2.gif]


    Dude, I love Low-Poly art work...

  • blackdog
    • April 21, 2014 at 11:46 AM
    • #11,011

    OrnateBaboon: although snow can happen in locations were palms live, your environment doesn't suits the use of such tree-asset IMO; if it was more clearly a coastal place it would be less uncanny.

    As others said, you can use other kind of trees… if not available in CSGO, there are plenty in DODS that I think you could import, at least to test the visuals while shopping around for what looks best for you.

    Like very much the geometry.

  • dewdle
    • April 21, 2014 at 1:41 PM
    • #11,012

    [Blocked Image: http://s9.postimg.org/bxgq24mgf/dew_prisonmap_1_50000.jpg]

  • FMPONE
    • April 21, 2014 at 9:33 PM
    • #11,013

    That's quite dark ^^

  • kinggambit
    • April 22, 2014 at 2:57 AM
    • #11,014

    oish I've been slacking. Added some models and refined layout for de_fracture:


    A (closet-side):

    [Blocked Image: http://i.imgur.com/8Z51kBM.jpg]

    A (site-side):

    [Blocked Image: http://i.imgur.com/RW8XFyR.jpg]


    Mid:

    [Blocked Image: http://i.imgur.com/iS7AUz6.jpg]


    B (now featuring 3 surfing spots!):

    [Blocked Image: http://i.imgur.com/rDiN9Xz.jpg]

  • Vinneri
    • April 22, 2014 at 11:47 AM
    • #11,015
    Quote from kinggambit

    oish I've been slacking. Added some models and refined layout for de_fracture:


    Oh! I like that mid boost change! It's now much better.

  • LATTEH
    • April 22, 2014 at 10:09 PM
    • #11,016

    My Chivalry map Antrum:

    [Blocked Image: http://i.imgur.com/35IXYrz.jpg]

    [Blocked Image: http://i.imgur.com/K0UNQ4e.jpg][Blocked Image: http://i.imgur.com/uLWQ3Kr.jpg][Blocked Image: http://i.imgur.com/iT3mZPT.jpg]

  • Lemurr
    • April 26, 2014 at 11:50 PM
    • #11,017

    A corridor
    [Blocked Image: http://i.cubeupload.com/r3Gqi7.jpg]

    [Blocked Image: http://i.cubeupload.com/xQqXxe.jpg]

  • Sprony
    • April 27, 2014 at 9:22 AM
    • #11,018

    It's probably due to these crappy monitors at work (weekend shifts) but from here, it's way too dark man.

  • Dejavo
    • April 27, 2014 at 10:46 AM
    • #11,019

    Yeah that looks more dark than anything else. Maybe it works better ingame.


    I made some brogress[Blocked Image: http://i.imgur.com/k8eoLC9.jpg]

    [Blocked Image: http://i.imgur.com/6mW93Z7.jpg]

    [Blocked Image: http://i.imgur.com/f3mGE2S.jpg]

  • 2d-chris
    • April 27, 2014 at 8:54 PM
    • #11,020

    made a wisp creature for a little personal project I've started


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